Pirates Of The Caribbean
Easy money:
Go to any of the loan sharks and ask for any amount of money. You can go to the box in his office and drop your money in it. Then, go up to him again and ask for more money. Continue to do this until you have the desired amount. Even though he says that he has ways of getting his money back, he never comes after you
Faster sailing:
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "interface.c" file in the "/pirates of the caribbean/program/interface/" folder. Find the entry "if(bArcadeMode) return 2.0;" and change that value to a higher number. Press [Keypad Asterisk] during game play to sail at higher speed.
Immortality:
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "characters_init.c" file in the "/pirates of the caribbean/program/characters/" folder. Locate the following line:
makeref(ch,Characters[0]); //Blaze Devlin
Underneath that line, enter:
LAi_SetImmortal(ch, true);
Note: To disable immortality, put "//" in front of the line.
Pirate frigate:
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "characters_init.c" file in the "/pirates of the caribbean/program/characters/" folder. Locate the following line:
ch.Ship.Type = SHIP_LUGGER_ENGLAND;
and change it to:
ch.Ship.Type = SHIP_FRIGATE_SAT;
Stack captain scores:
You can add more than one person, other than the Captain, onto your other three ships. All of their scores will stack with that ship's captain's score. There are two different ways to do this. The first method is at the "Open Sea" screen (where you can see all of your ships), get close to another one of your ships and a swap cargo icon will appear. Go into the swap cargo menu. There is an option to switch captains. Under this option, there is a screen that has four slots. One of them is the captain of that ship. Click on one of the other three slots, then assign passengers to each one. When you do this, they dissapear from your passenger list. You will need to get more party members at the tavern if you want to fill up all your ships. Do not sell the ship with the other three crewmembers still on it. You will lose anyone that is still on board. The second method is to capture a ship and do it when you assign a captain to the captured ship.
Avoid battles and storms:
Immediately press [F3] when the screen with a battle or storm appears. Press [F3] to return to the sea.
Ding Dong Ditch:
Go to a door in any part of the game and press [Action]. Your character will knock on the door, then you can run away.
Unlimited money:
Raise your luck to 10 as soon as you can (use all the points you get towards it). Then, go to a tavern and talk to an officer that you can hire and ask him "How much are you asking?". He will respond with a price. Then, say "Isn't that a little too much for you?". He will reply "I guess you are right" and then offers less. Say "Nah, still too much" ( or something to that effect) and the dialog box will close. However, the next time you talk to him, the price will be the last price he offered. Repeat this until he responds with a negative number (i.e. he will pay you for you to hire him).
Empire Earth II
Real Backgammon
Sims3 - hollister green cardigan
micro SOLITAIRE
Also see ...
Quake 4
fps # 1 to show frame rate on screen constantly, 0 to turn it off pm_thirdperson # 1 turns third-person mode on, 0 turns it off give all All weapons with full ammo, health and armor com_allowconsole 1 Allows console opening and closing with just ~ editor Close the game and open the map editor kill commit suicide testlight Creates a new light source where you're pointing benchmark game benchmark give weapon_dmg get a dark matter gun plus some ammo give weapon_grenadelauncher get a grenade launcher plus some ammo give weapon_hyperblaster get a hyperblaster plus some ammo give weapon_lightninggun get a lightning gun plus some ammo give weapon_machinegun get a machinegun plus some ammo give weapon_nailgun get a nailgun plus some ammo give weapon_railgun get a railgun plus some ammo give weapon_rocketlauncher get a rocket launcher plus some ammo give weapon_shotgun get a shotgun plus some ammo give weapons get all weapons without any ammo give ammo give ammo give all weapons gives all weapons gfxinfo graphics card information pm_noclipspeed # How fast you move in noclip mode pm_crouchspeed # How fast you move when crouched pm_speed # How fast you move when running pm_jumpheight # How high you can jump quit immediately exit from game give armor max armor give health max health killmonsters remove all monsters and NPCs from current level poplight Removes a "testlight"-created light source screenshot X Y replace X and Y with 4:3 screen resolutions, like 800 600 or 1024 768 avidemo save a demo of your playing to an AVI movie file g_knockback # Set to 0 to keep monster attacks from knocking you around g_stoptime # Set to 1 to stop time (can only move around) and 0 to restart time spawn char_marine summons a marine who'll help fight spawn char_marine_medic summons a medic who can heal you spawn char_marine_tech_armed summons a tech who can fight and restore your armor noclip toggle ability to fly and move through solid objects GOD Toggle GOD Mode notarget toggle invisibility spawn weaponmod_rocketlauncher_homing Adds guided missile functionality (Right-click) spawn weaponmod_lightninggun_chain Allows lightning to jump between nearby enemies spawn weaponmod_hyperblaster_bounce1 Allows shots to bounce off of walls spawn weaponmod_machinegun_ammo extended clip to 80 spawn weaponmod_rocketlauncher_burst Fire up to 3 rockets in rapid succession spawn weaponmod_nailgun_ammo firepower mod Increses firerate and amount spawn weaponmod_nailgun_rof firepower mod Increses firerate and amount spawn weaponmod_nailgun_power firepower mod Increses firerate and amount spawn weaponmod_nailgun_seek Homing nails with scope spawn weaponmod_railgun_penetrate Much more damaging railgun spawn weaponmod_shotgun_ammo Reloads using clips, instead of 1 shell at a time Switch to indicated weapon slot, regardless if you have a weapon there - _button0 Switch to indicated weapon slot, regardless if you have a weapon there - _button1 Switch to indicated weapon slot, regardless if you have a weapon there - _button2 Switch to indicated weapon slot, regardless if you have a weapon there - _button3 Switch to indicated weapon slot, regardless if you have a weapon there - _button4 Switch to indicated weapon slot, regardless if you have a weapon there - _button5 Switch to indicated weapon slot, regardless if you have a weapon there - _button6 Switch to indicated weapon slot, regardless if you have a weapon there - _button7 Show AAS stats - aasStats Adds debug arrow - addarrow Core to game chat lines - addChatLine Add debug line - addline Scale contact friction - af_contactFrictionScale Force the given friction value - af_forceFriction Name of the body to highlight - af_highlightBody Name of the constraint to highlight - af_highlightConstraint Scale the joint friction - af_jointFrictionScale Maximum angular velocity - af_maxAngularVelocity: Maximum linear velocity - af_maxLinearVelocity Show structures of articulated figures not at rest - af_showActive Show bodies - af_showBodies Show body names - af_showBodyNames Show constraint names - af_showConstraintNames Show constraints - af_showConstraints Show the inertia tensor of each body - af_showInertia Show joint limits - af_showLimits Show mass of each body - af_showMass Show primary constraints only - af_showPrimaryOnly Show articulated figure CPU usage - af_showTimings Show the total mass of each articulated figure - af_showTotalMass Show tree-like structures - af_showTrees Show velocity of each body - af_showVelocity Skip friction - af_skipFriction Skip joint limits - af_skipLimits Skip self collision detection - af_skipSelfCollision Test for bodies initially stuck in solid - af_testSolid Scale time - af_timeScale Use impulse-based contact friction - af_useImpulseFriction Use impulse-based joint friction - af_useJointImpulseFriction Use linear time algorithm for tree-like structures - af_useLinearTime Use constraint matrix symmetry - af_useSymmetry Enable blocked fail safe handling - ai_blockedFailSafe Draw movement information for monsters - ai_debugMove Display script calls for the specified monster entity number - ai_debugScript Draw trajectory tests for monsters - ai_debugTrajectory Draw attack cones for monsters - ai_showCombatNodes Draw obstacle avoidance information for monsters. - ai_showObstacleAvoidance 1 Draw path_* entities - ai_showPaths: Unknown - ai_testPredictPath Write .AVI for a command demo - aviCmdDemo Save demo in .AVI format - avidemo Write .AVI for the current game - aviGame Game benchmark - benchmark Bind command to a key - bind Bind ragdoll at the current drag position - bindRagdoll Blink a debug line - blinkline Center view - centerview Check if new version of the game is available - checkNewVersion Clear the console - clear Clear all lights - clearLights Drop current weapon - clientDropWeapon In-game GUI message mode - clientMessageMode Voice chats - clientVoiceChat Team voice chats - clientVoiceChatTeam Close the view showing any notes for this map - closeViewNotes Cull back facing polygons - cm_backFaceCul Debug collision detection - cm_debugCollision Color used to draw the collision models - cm_drawColor Draw filled polygons - cm_drawFilled Draw internal edges green - cm_drawInternal Collision mask - cm_drawMask Draw polygon and edge normals - cm_drawNormals Show collision model info - collisionModelInfo Use ~ to toggle console - com_allowConsole Sample input from the async thread - com_asyncInput Mix sound from the async thread - com_asyncSound Compress saved games - com_compressSaveGame Force generic platform independent SIMD - com_forceGenericSIMD Unknown - com_guid Record journal - com_journal 1 Play back journal - com_journal 2 Set hardware classification to - com_machineSpec Set hardware classification to not detected, - com_machineSpec -1 Set hardware classification to low quality, - com_machineSpec 0 Set hardware classification to medium quality, - com_machineSpec 1 Set hardware classification to high quality, - com_machineSpec 2 Set hardware classification to ultra quality - com_machineSpec 3 Make a build - com_makingBuild 1 Marker for memory stats - com_memoryMarker Run one game tick every async thread update - com_preciseTic Purge everything between level loads - com_purgeAll Show async network stats - com_showAsyncStats Show frame rate - com_showFPS Show framerate - com_showfps 1 Show total and per frame memory usage - com_showMemoryUsage show sound decoders - com_showSoundDecoders Skip the renderer completely - com_skipRenderer Show engine timings - com_speeds Print time in milliseconds with each console print - com_timestampPrints 1 Print time in seconds with each console print - com_timestampPrints 2 Update the load size after loading a map - com_updateLoadSize Hold last amount of detected video RAM - com_videoRam Combine six images for roq compression - combineCubeImages Compress a demo file - compressDemo Time messages displayed when console is displayed - con_notifyTime Speed at which the console moves - con_speed [number] Dump the console text to a file - conDump Connect to a server - connect Crash game - crash Restart the cvar system - cvar_restart Apply damage to an entity - damage Launch script debugger - debugger Print parses - decl_show 1 Print parses and references developer - decl_show 2 Delete selected entity - deleteSelected Hold [Enter] to zoom view - demoshot Load a map in developer mode - devmap Open directory - dir List a folder with sub-folders - dirtree Disassembles script - disasmScript Disconnect from a game - disconnect Compile map - dmap Skip to last level - doomhell Print indicated text - echo ex Launch in-game Declaration Editor - editDecls Launch GUI Editor - editGUIs Change lighting - editlight Launch level editor Radiant - editor Launch in-game Particle Editor - editParticles Launch in-game PDA Editor - editPDAs Launch in-game Script Editor - editScripts Change sounds in editor area - editsounds Take an environment shot - envshot Cause an error - error Execute a config file - exec Exit game - exit Exit command demo - exitCmdDemo Export models - exportmodels Finish the build process - finishBuild Freeze everything on screen - freeze Freeze game for indicated number of seconds - freeze [number] Armor takes this percentage of damage - g_armorProtection [number] Armor takes this percentage of damage in MP - g_armorProtectionMP [number] Maintain even teams - g_balanceTDM Show blood splats, sprays, and gibs - g_bloodEffects Set seconds to allow game to run when skipping cinematic - g_cinematicMaxSkipTime [number] Pregame countdown in seconds - g_countDown [number] Scale final damage on player by this factor - g_damageScale [number] Score review time in seconds at end game - g_gameReviewPause Set how much health to take in nightmare mode - g_healthTakeAmt [number] Set how low can health get taken in nightmare mode - g_healthTakeLimit [number] Set how often to take health in nightmare mode - g_healthTakeTime [number] Control the weapon sway in MP - g_mpWeaponAngleScale [number] Show muzzle flashes - g_muzzleFlash [0 or 1] If nightmare mode is allowed - g_nightmare [0 or 1] Game password - g_password [password] Display current frame number for camera when playing cinematics - g_showcamerainfo Enable shadow of player model - g_showPlayerShadow Draw entities and their targets; hidden entities are gray - g_showTargets Display current animation and frame number for testmodels. - g_showTestModelFrame Skip damage and other view effects - g_skipViewEffects Let spectators talk to everyone during game - g_spectatorChat Draw arrows over teammates in team deathmatch - g_TDMArrows Number of frames to blend - g_testModelBlend Test model rotation speed - g_testModelRotate Test particle visualation; set by the particle editor - g_testParticle Name of the particle being tested by the particle editor - g_testParticleName Name of material to draw over screen - g_testPostProcess Display game class info - game_memory Cause a game error - gameError Kick player from multi-player game - gameKick [name] Kick indicated player name - gameKick [name] Print current view position - getviewpos Show graphics info - gfxInfo Gametype filter - gui_filter_gameType Password filter - gui_filter_password Players filter - gui_filter_players Send heartbeat to master servers - Heartbeat Show help - help Hitch the game - hitch Show IK debug lines - ik_debug Enable IK - ik_enable Name of log file; if empty "qconsole.log" will be used - ilFileName Set the maximum texture anisotropy if available - image_anisotropy [number] See texture MIP usage - image_colorMipLevels Control texture downsampling - image_downSize Control normal map downsampling - image_downSizeBump Control normal map downsample limit - image_downSizeBumpLimit Control diffuse map downsample limit - image_downSizeLimit Control specular downsampling - image_downSizeSpecular Control specular downsampled limit - image_downSizeSpecularLimit Change texture filtering on mipmapped images - image_filter Ignore high quality setting on materials - image_ignoreHighQuality Change lod bias on mipmapped images - image_lodbias If 0, dynamically load all images - image_preload [0 or 1] Round bad sizes down to nearest power of two - image_roundDown If 1, print number of outstanding background loads - image_showBackgroundLoads[0 or 1] Allow alpha/intensity/luminance luminance+alpha - image_useAllFormats If 1, do background load image caching - image_useCache [0 or 1] If 0, force everything to high quality - image_useCompression [0 or 1] Write batch file for offline compression of .DDS files - image_useOfflineCompression Use .DDS files if present - image_usePrecompressedTextures Write .tgas of the final normal maps for debugging - image_writeNormalTGA Write .DDS files if necessary - image_writePrecompressedTextures Write .TGAs of the non normal maps for debugging - image_writeTGA Angle change scale when holding _speed button - in_anglespeedkey Look around with mouse (reverse _mlook button) - in_freeLook Enable mouse input - in_mouse Restart the input system - in_restart Yaw change speed when holding _left or _right button - in_yawspeed Keep last test model in the game - keepTestModel Kick client by connection number - kick Kill the player - kill Remove all monsters - killMonsters Kill all moving enemies - killmoveables Remove all moveables - killMoveables Kill all non-moving enemies - killragdolls Scan LAN for servers - LANScan Show LCP solver failures - lcp_showFailures List active game entities - listActiveEntities List articulated figures - listAF List all animations - listAnims List audios - listAudios List key bindings - listBinds List game classes - listClasses List commands - listCmds List collision models - listCollisionModels List cvars - listCvars List all decls - listDecls List all keys used by dictionaries - listDictKeys List all values used by dictionaries - listDictValues List emails - listEmails List game entities - listEntities Lists indicated def file settings - listentitydefs List entity defs - listEntityDefs List FX systems - listFX List game commands - listGameCmds List GUIs - listGuis List decl text character frequencies - listHuffmanFrequencies List images - listImages Lists indicated def file settings - listlightdefs List all debug lines - listLines List materials - listMaterials List model defs - listModelDefs List all models - listModels List all video modes - listModes Lists images of monsters - listmonsters List particle systems - listParticles List PDAs - listPDAs List the entity defs - listRenderEntityDefs List renderer commands - listRendererCmds List scanned servers - listServers List skins - listSkins List sound commands - listSoundCmds List active sound decoders - listSoundDecoders List all sounds - listSounds List sound shaders - listSoundShaders List the spawn args of an entity - listSpawnArgs List system commands - listSystemCmds List tables - listTables List tool commands - listToolCmds List type info - listTypeInfo List vertex cache - listVertexCache List videos - listVideos Load a game - loadGame Localize GUIs - localizeGuis Localize maps - localizeMaps Mouse pitch scale - m_pitch Show mouse movement - m_showMouseRate Number of samples blended for mouse viewing - m_smooth Mouse strafe movement scale - m_strafeScale Number of samples blended for mouse moving - m_strafeSmooth Mouse yaw scale - m_yaw Process giant images - MakeMegaTexture Create memory dump - memoryDump Modify shader parms on all lights - modulateLights Show next animation on test model - nextAnim Show next animation frame on test model - nextFrame Load next map on the server - nextMap No clipping - noclip List search paths - path Play back a demo - playDemo Set the given model on the player - playerModel [model name] x/y size of player's bounding box - pm_bboxwidth Bob much faster when crouched - pm_crouchbob Height of player's bounding box while crouched - pm_crouchheight [number] Speed the player can move while crouched - pm_crouchspeed [number] Height of player's view while crouched - pm_crouchviewheight [number] Height of player's bounding box while dead - pm_deadheight [number] Height of player's view while dead - pm_deadviewheight [number] Approximate height the player can jump - pm_jumpheight [number] Amount player's view can look down - pm_maxviewpitch [number] Speed the player can move while in noclip - pm_noclipspeed [number] Height of player's bounding box while standing - pm_normalheight [number] Height of player's view while standing - pm_normalviewheight [number] Bob faster when running - pm_runbob Speed the player can move while running - pm_runspeed [number] Size of the spectator bounding box - pm_spectatebbox [number] Quake 4 level codes The password screen is the standard console, which can be gotten by holding Ctrl and Alt and pressing ~ (tilde). After the console's up, type "map game/mapname", replacing mapname with one of the codes listed below. For example, to start a new game in the Nexus Core area, you'd type: map game/core1. code - Effect: airdefense1 - Air Defense Base (beginning of game) airdefense2 - Air Defense Trenches convoy2 - Aqueducts convoy2b - Aqueducts Annex convoy1 - Canyon walker - Construction Zone network2 - Data Networking Security network1 - Data Networking Terminal process2 - Data Processing Security storage2 - Data Storage Security dispersal - Dispersal Facility process1 - game/process1 storage1 - game/storage1 hangar1 - Hangar Perimeter hangar2 - Interior Hangar mcc_landing - MCC Landing Site core1 - Nexus Core hub2 - Nexus Hub hub1 - Nexus Hub Tunnels mcc_1 - Operation: Advantage mcc_2 - Operation: Last Hope building_b - Perimeter Defense Station putra - Putrification Center recomp - Recomposition Center medlabs - Strogg Medical Facilities core2 - The Nexus tram1 -- Tram Hub Station tram1b - Tram Rail waste - Waste Processing Facility
fps # 1 to show frame rate on screen constantly, 0 to turn it off pm_thirdperson # 1 turns third-person mode on, 0 turns it off give all All weapons with full ammo, health and armor com_allowconsole 1 Allows console opening and closing with just ~ editor Close the game and open the map editor kill commit suicide testlight Creates a new light source where you're pointing benchmark game benchmark give weapon_dmg get a dark matter gun plus some ammo give weapon_grenadelauncher get a grenade launcher plus some ammo give weapon_hyperblaster get a hyperblaster plus some ammo give weapon_lightninggun get a lightning gun plus some ammo give weapon_machinegun get a machinegun plus some ammo give weapon_nailgun get a nailgun plus some ammo give weapon_railgun get a railgun plus some ammo give weapon_rocketlauncher get a rocket launcher plus some ammo give weapon_shotgun get a shotgun plus some ammo give weapons get all weapons without any ammo give ammo give ammo give all weapons gives all weapons gfxinfo graphics card information pm_noclipspeed # How fast you move in noclip mode pm_crouchspeed # How fast you move when crouched pm_speed # How fast you move when running pm_jumpheight # How high you can jump quit immediately exit from game give armor max armor give health max health killmonsters remove all monsters and NPCs from current level poplight Removes a "testlight"-created light source screenshot X Y replace X and Y with 4:3 screen resolutions, like 800 600 or 1024 768 avidemo save a demo of your playing to an AVI movie file g_knockback # Set to 0 to keep monster attacks from knocking you around g_stoptime # Set to 1 to stop time (can only move around) and 0 to restart time spawn char_marine summons a marine who'll help fight spawn char_marine_medic summons a medic who can heal you spawn char_marine_tech_armed summons a tech who can fight and restore your armor noclip toggle ability to fly and move through solid objects GOD Toggle GOD Mode notarget toggle invisibility spawn weaponmod_rocketlauncher_homing Adds guided missile functionality (Right-click) spawn weaponmod_lightninggun_chain Allows lightning to jump between nearby enemies spawn weaponmod_hyperblaster_bounce1 Allows shots to bounce off of walls spawn weaponmod_machinegun_ammo extended clip to 80 spawn weaponmod_rocketlauncher_burst Fire up to 3 rockets in rapid succession spawn weaponmod_nailgun_ammo firepower mod Increses firerate and amount spawn weaponmod_nailgun_rof firepower mod Increses firerate and amount spawn weaponmod_nailgun_power firepower mod Increses firerate and amount spawn weaponmod_nailgun_seek Homing nails with scope spawn weaponmod_railgun_penetrate Much more damaging railgun spawn weaponmod_shotgun_ammo Reloads using clips, instead of 1 shell at a time Switch to indicated weapon slot, regardless if you have a weapon there - _button0 Switch to indicated weapon slot, regardless if you have a weapon there - _button1 Switch to indicated weapon slot, regardless if you have a weapon there - _button2 Switch to indicated weapon slot, regardless if you have a weapon there - _button3 Switch to indicated weapon slot, regardless if you have a weapon there - _button4 Switch to indicated weapon slot, regardless if you have a weapon there - _button5 Switch to indicated weapon slot, regardless if you have a weapon there - _button6 Switch to indicated weapon slot, regardless if you have a weapon there - _button7 Show AAS stats - aasStats Adds debug arrow - addarrow Core to game chat lines - addChatLine Add debug line - addline Scale contact friction - af_contactFrictionScale Force the given friction value - af_forceFriction Name of the body to highlight - af_highlightBody Name of the constraint to highlight - af_highlightConstraint Scale the joint friction - af_jointFrictionScale Maximum angular velocity - af_maxAngularVelocity: Maximum linear velocity - af_maxLinearVelocity Show structures of articulated figures not at rest - af_showActive Show bodies - af_showBodies Show body names - af_showBodyNames Show constraint names - af_showConstraintNames Show constraints - af_showConstraints Show the inertia tensor of each body - af_showInertia Show joint limits - af_showLimits Show mass of each body - af_showMass Show primary constraints only - af_showPrimaryOnly Show articulated figure CPU usage - af_showTimings Show the total mass of each articulated figure - af_showTotalMass Show tree-like structures - af_showTrees Show velocity of each body - af_showVelocity Skip friction - af_skipFriction Skip joint limits - af_skipLimits Skip self collision detection - af_skipSelfCollision Test for bodies initially stuck in solid - af_testSolid Scale time - af_timeScale Use impulse-based contact friction - af_useImpulseFriction Use impulse-based joint friction - af_useJointImpulseFriction Use linear time algorithm for tree-like structures - af_useLinearTime Use constraint matrix symmetry - af_useSymmetry Enable blocked fail safe handling - ai_blockedFailSafe Draw movement information for monsters - ai_debugMove Display script calls for the specified monster entity number - ai_debugScript Draw trajectory tests for monsters - ai_debugTrajectory Draw attack cones for monsters - ai_showCombatNodes Draw obstacle avoidance information for monsters. - ai_showObstacleAvoidance 1 Draw path_* entities - ai_showPaths: Unknown - ai_testPredictPath Write .AVI for a command demo - aviCmdDemo Save demo in .AVI format - avidemo Write .AVI for the current game - aviGame Game benchmark - benchmark Bind command to a key - bind Bind ragdoll at the current drag position - bindRagdoll Blink a debug line - blinkline Center view - centerview Check if new version of the game is available - checkNewVersion Clear the console - clear Clear all lights - clearLights Drop current weapon - clientDropWeapon In-game GUI message mode - clientMessageMode Voice chats - clientVoiceChat Team voice chats - clientVoiceChatTeam Close the view showing any notes for this map - closeViewNotes Cull back facing polygons - cm_backFaceCul Debug collision detection - cm_debugCollision Color used to draw the collision models - cm_drawColor Draw filled polygons - cm_drawFilled Draw internal edges green - cm_drawInternal Collision mask - cm_drawMask Draw polygon and edge normals - cm_drawNormals Show collision model info - collisionModelInfo Use ~ to toggle console - com_allowConsole Sample input from the async thread - com_asyncInput Mix sound from the async thread - com_asyncSound Compress saved games - com_compressSaveGame Force generic platform independent SIMD - com_forceGenericSIMD Unknown - com_guid Record journal - com_journal 1 Play back journal - com_journal 2 Set hardware classification to - com_machineSpec Set hardware classification to not detected, - com_machineSpec -1 Set hardware classification to low quality, - com_machineSpec 0 Set hardware classification to medium quality, - com_machineSpec 1 Set hardware classification to high quality, - com_machineSpec 2 Set hardware classification to ultra quality - com_machineSpec 3 Make a build - com_makingBuild 1 Marker for memory stats - com_memoryMarker Run one game tick every async thread update - com_preciseTic Purge everything between level loads - com_purgeAll Show async network stats - com_showAsyncStats Show frame rate - com_showFPS Show framerate - com_showfps 1 Show total and per frame memory usage - com_showMemoryUsage show sound decoders - com_showSoundDecoders Skip the renderer completely - com_skipRenderer Show engine timings - com_speeds Print time in milliseconds with each console print - com_timestampPrints 1 Print time in seconds with each console print - com_timestampPrints 2 Update the load size after loading a map - com_updateLoadSize Hold last amount of detected video RAM - com_videoRam Combine six images for roq compression - combineCubeImages Compress a demo file - compressDemo Time messages displayed when console is displayed - con_notifyTime Speed at which the console moves - con_speed [number] Dump the console text to a file - conDump Connect to a server - connect Crash game - crash Restart the cvar system - cvar_restart Apply damage to an entity - damage Launch script debugger - debugger Print parses - decl_show 1 Print parses and references developer - decl_show 2 Delete selected entity - deleteSelected Hold [Enter] to zoom view - demoshot Load a map in developer mode - devmap Open directory - dir List a folder with sub-folders - dirtree Disassembles script - disasmScript Disconnect from a game - disconnect Compile map - dmap Skip to last level - doomhell Print indicated text - echo ex Launch in-game Declaration Editor - editDecls Launch GUI Editor - editGUIs Change lighting - editlight Launch level editor Radiant - editor Launch in-game Particle Editor - editParticles Launch in-game PDA Editor - editPDAs Launch in-game Script Editor - editScripts Change sounds in editor area - editsounds Take an environment shot - envshot Cause an error - error Execute a config file - exec Exit game - exit Exit command demo - exitCmdDemo Export models - exportmodels Finish the build process - finishBuild Freeze everything on screen - freeze Freeze game for indicated number of seconds - freeze [number] Armor takes this percentage of damage - g_armorProtection [number] Armor takes this percentage of damage in MP - g_armorProtectionMP [number] Maintain even teams - g_balanceTDM Show blood splats, sprays, and gibs - g_bloodEffects Set seconds to allow game to run when skipping cinematic - g_cinematicMaxSkipTime [number] Pregame countdown in seconds - g_countDown [number] Scale final damage on player by this factor - g_damageScale [number] Score review time in seconds at end game - g_gameReviewPause Set how much health to take in nightmare mode - g_healthTakeAmt [number] Set how low can health get taken in nightmare mode - g_healthTakeLimit [number] Set how often to take health in nightmare mode - g_healthTakeTime [number] Control the weapon sway in MP - g_mpWeaponAngleScale [number] Show muzzle flashes - g_muzzleFlash [0 or 1] If nightmare mode is allowed - g_nightmare [0 or 1] Game password - g_password [password] Display current frame number for camera when playing cinematics - g_showcamerainfo Enable shadow of player model - g_showPlayerShadow Draw entities and their targets; hidden entities are gray - g_showTargets Display current animation and frame number for testmodels. - g_showTestModelFrame Skip damage and other view effects - g_skipViewEffects Let spectators talk to everyone during game - g_spectatorChat Draw arrows over teammates in team deathmatch - g_TDMArrows Number of frames to blend - g_testModelBlend Test model rotation speed - g_testModelRotate Test particle visualation; set by the particle editor - g_testParticle Name of the particle being tested by the particle editor - g_testParticleName Name of material to draw over screen - g_testPostProcess Display game class info - game_memory Cause a game error - gameError Kick player from multi-player game - gameKick [name] Kick indicated player name - gameKick [name] Print current view position - getviewpos Show graphics info - gfxInfo Gametype filter - gui_filter_gameType Password filter - gui_filter_password Players filter - gui_filter_players Send heartbeat to master servers - Heartbeat Show help - help Hitch the game - hitch Show IK debug lines - ik_debug Enable IK - ik_enable Name of log file; if empty "qconsole.log" will be used - ilFileName Set the maximum texture anisotropy if available - image_anisotropy [number] See texture MIP usage - image_colorMipLevels Control texture downsampling - image_downSize Control normal map downsampling - image_downSizeBump Control normal map downsample limit - image_downSizeBumpLimit Control diffuse map downsample limit - image_downSizeLimit Control specular downsampling - image_downSizeSpecular Control specular downsampled limit - image_downSizeSpecularLimit Change texture filtering on mipmapped images - image_filter Ignore high quality setting on materials - image_ignoreHighQuality Change lod bias on mipmapped images - image_lodbias If 0, dynamically load all images - image_preload [0 or 1] Round bad sizes down to nearest power of two - image_roundDown If 1, print number of outstanding background loads - image_showBackgroundLoads[0 or 1] Allow alpha/intensity/luminance luminance+alpha - image_useAllFormats If 1, do background load image caching - image_useCache [0 or 1] If 0, force everything to high quality - image_useCompression [0 or 1] Write batch file for offline compression of .DDS files - image_useOfflineCompression Use .DDS files if present - image_usePrecompressedTextures Write .tgas of the final normal maps for debugging - image_writeNormalTGA Write .DDS files if necessary - image_writePrecompressedTextures Write .TGAs of the non normal maps for debugging - image_writeTGA Angle change scale when holding _speed button - in_anglespeedkey Look around with mouse (reverse _mlook button) - in_freeLook Enable mouse input - in_mouse Restart the input system - in_restart Yaw change speed when holding _left or _right button - in_yawspeed Keep last test model in the game - keepTestModel Kick client by connection number - kick Kill the player - kill Remove all monsters - killMonsters Kill all moving enemies - killmoveables Remove all moveables - killMoveables Kill all non-moving enemies - killragdolls Scan LAN for servers - LANScan Show LCP solver failures - lcp_showFailures List active game entities - listActiveEntities List articulated figures - listAF List all animations - listAnims List audios - listAudios List key bindings - listBinds List game classes - listClasses List commands - listCmds List collision models - listCollisionModels List cvars - listCvars List all decls - listDecls List all keys used by dictionaries - listDictKeys List all values used by dictionaries - listDictValues List emails - listEmails List game entities - listEntities Lists indicated def file settings - listentitydefs List entity defs - listEntityDefs List FX systems - listFX List game commands - listGameCmds List GUIs - listGuis List decl text character frequencies - listHuffmanFrequencies List images - listImages Lists indicated def file settings - listlightdefs List all debug lines - listLines List materials - listMaterials List model defs - listModelDefs List all models - listModels List all video modes - listModes Lists images of monsters - listmonsters List particle systems - listParticles List PDAs - listPDAs List the entity defs - listRenderEntityDefs List renderer commands - listRendererCmds List scanned servers - listServers List skins - listSkins List sound commands - listSoundCmds List active sound decoders - listSoundDecoders List all sounds - listSounds List sound shaders - listSoundShaders List the spawn args of an entity - listSpawnArgs List system commands - listSystemCmds List tables - listTables List tool commands - listToolCmds List type info - listTypeInfo List vertex cache - listVertexCache List videos - listVideos Load a game - loadGame Localize GUIs - localizeGuis Localize maps - localizeMaps Mouse pitch scale - m_pitch Show mouse movement - m_showMouseRate Number of samples blended for mouse viewing - m_smooth Mouse strafe movement scale - m_strafeScale Number of samples blended for mouse moving - m_strafeSmooth Mouse yaw scale - m_yaw Process giant images - MakeMegaTexture Create memory dump - memoryDump Modify shader parms on all lights - modulateLights Show next animation on test model - nextAnim Show next animation frame on test model - nextFrame Load next map on the server - nextMap No clipping - noclip List search paths - path Play back a demo - playDemo Set the given model on the player - playerModel [model name] x/y size of player's bounding box - pm_bboxwidth Bob much faster when crouched - pm_crouchbob Height of player's bounding box while crouched - pm_crouchheight [number] Speed the player can move while crouched - pm_crouchspeed [number] Height of player's view while crouched - pm_crouchviewheight [number] Height of player's bounding box while dead - pm_deadheight [number] Height of player's view while dead - pm_deadviewheight [number] Approximate height the player can jump - pm_jumpheight [number] Amount player's view can look down - pm_maxviewpitch [number] Speed the player can move while in noclip - pm_noclipspeed [number] Height of player's bounding box while standing - pm_normalheight [number] Height of player's view while standing - pm_normalviewheight [number] Bob faster when running - pm_runbob Speed the player can move while running - pm_runspeed [number] Size of the spectator bounding box - pm_spectatebbox [number] Quake 4 level codes The password screen is the standard console, which can be gotten by holding Ctrl and Alt and pressing ~ (tilde). After the console's up, type "map game/mapname", replacing mapname with one of the codes listed below. For example, to start a new game in the Nexus Core area, you'd type: map game/core1. code - Effect: airdefense1 - Air Defense Base (beginning of game) airdefense2 - Air Defense Trenches convoy2 - Aqueducts convoy2b - Aqueducts Annex convoy1 - Canyon walker - Construction Zone network2 - Data Networking Security network1 - Data Networking Terminal process2 - Data Processing Security storage2 - Data Storage Security dispersal - Dispersal Facility process1 - game/process1 storage1 - game/storage1 hangar1 - Hangar Perimeter hangar2 - Interior Hangar mcc_landing - MCC Landing Site core1 - Nexus Core hub2 - Nexus Hub hub1 - Nexus Hub Tunnels mcc_1 - Operation: Advantage mcc_2 - Operation: Last Hope building_b - Perimeter Defense Station putra - Putrification Center recomp - Recomposition Center medlabs - Strogg Medical Facilities core2 - The Nexus tram1 -- Tram Hub Station tram1b - Tram Rail waste - Waste Processing Facility
MotorHead
lay that funky music, and off you go! All Cars & Tracks --------------------------- In personal options, enter "R Peterson" for your name and "Swe" for your team. Supercars Mode -------------------------- In personal options, enter SUPERCARS for your name and GREM for your team. The camera will now show the races from above. Bouncy Suspension ------------------------------- In personal options, enter DEMON for your name and GREM for your team. LA Suspension ------------------------ In personal options, enter G-RIDE for your name and WEST for your team. Moon Gravity -------------------- In personal options, enter BUZZ ALDRIN for your name and NASA for your team. Ignition Mode ------------- In personal options, enter IGNITION for your name and UDS for your team. Water Mode -------------------- In personal options, enter RAMLOSA for your name and H20 for your team. All Cars & Tracks --------------------------- In personal options, enter R PETERSON for your name and SWE for your team. Hell Mode ----------------- In personal options, enter LEMMY for your name and ACE for your team. This works in the hardware accelerated version only. Avenger -------------- In personal options, enter AVENGER for your name and ZX for your team. The map will be replaced with an Avenger sprite. This works in the hardware accelerated version only. Tron mode ------------------ In personal options, enter TRIBUTE TO TRON for your name This works in Glide version only.
lay that funky music, and off you go! All Cars & Tracks --------------------------- In personal options, enter "R Peterson" for your name and "Swe" for your team. Supercars Mode -------------------------- In personal options, enter SUPERCARS for your name and GREM for your team. The camera will now show the races from above. Bouncy Suspension ------------------------------- In personal options, enter DEMON for your name and GREM for your team. LA Suspension ------------------------ In personal options, enter G-RIDE for your name and WEST for your team. Moon Gravity -------------------- In personal options, enter BUZZ ALDRIN for your name and NASA for your team. Ignition Mode ------------- In personal options, enter IGNITION for your name and UDS for your team. Water Mode -------------------- In personal options, enter RAMLOSA for your name and H20 for your team. All Cars & Tracks --------------------------- In personal options, enter R PETERSON for your name and SWE for your team. Hell Mode ----------------- In personal options, enter LEMMY for your name and ACE for your team. This works in the hardware accelerated version only. Avenger -------------- In personal options, enter AVENGER for your name and ZX for your team. The map will be replaced with an Avenger sprite. This works in the hardware accelerated version only. Tron mode ------------------ In personal options, enter TRIBUTE TO TRON for your name This works in Glide version only.
Warcraft: Orcs And Humans
ly Lose screen1 - crushing defeat Final campaign sequence1 - ides of march 10,000 gold and 5,000 lumber - pot of gold All wizard spells - eye of newt Upgrade technology - iron forge Full map - sally shears Build and train faster - hurry up guys Fast development2 - chronus God mode1 - there can be only one
ly Lose screen1 - crushing defeat Final campaign sequence1 - ides of march 10,000 gold and 5,000 lumber - pot of gold All wizard spells - eye of newt Upgrade technology - iron forge Full map - sally shears Build and train faster - hurry up guys Fast development2 - chronus God mode1 - there can be only one
